{"action":"created","issue":{"url":"https://api.github.com/repos/endless-sky/endless-sky/issues/1986","repository_url":"https://api.github.com/repos/endless-sky/endless-sky","labels_url":"https://api.github.com/repos/endless-sky/endless-sky/issues/1986/labels{/name}","comments_url":"https://api.github.com/repos/endless-sky/endless-sky/issues/1986/comments","events_url":"https://api.github.com/repos/endless-sky/endless-sky/issues/1986/events","html_url":"https://github.com/endless-sky/endless-sky/issues/1986","id":199413069,"number":1986,"title":"Inappropriate faction behavior","user":{"login":"friagram","id":15045101,"avatar_url":"https://avatars.githubusercontent.com/u/15045101?v=3","gravatar_id":"","url":"https://api.github.com/users/friagram","html_url":"https://github.com/friagram","followers_url":"https://api.github.com/users/friagram/followers","following_url":"https://api.github.com/users/friagram/following{/other_user}","gists_url":"https://api.github.com/users/friagram/gists{/gist_id}","starred_url":"https://api.github.com/users/friagram/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/friagram/subscriptions","organizations_url":"https://api.github.com/users/friagram/orgs","repos_url":"https://api.github.com/users/friagram/repos","events_url":"https://api.github.com/users/friagram/events{/privacy}","received_events_url":"https://api.github.com/users/friagram/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":0,"created_at":"2017-01-08T09:46:05Z","updated_at":"2017-01-08T18:16:50Z","closed_at":null,"body":"Tribute:\r\n\r\nIt is very odd if you demand tribute from various planets, and they change ownership, because you continue to receive tribute from them. If you take over some republic planets, and they then become part of the free worlds, you continue to get tribute from that planet. This makes even less sense if you end up joining the FW and are taking tribute from FW planets.\r\n\r\nA simple mechanic that resets tribute when the government changes would work... As would clearing all tributes for a given government when you become part of that faction.\r\n\r\nIt is also odd that you can demand tribute from say, some simple syndicate planet, and then leave the system and do it to one or two more friendly planets before the government decides it's had enough of you.\r\n\r\nIMO demanding tribute should be an act of war, that immediately sets your reputation to some substantial negative amount, which makes you hostile with similar systems.\r\n\r\n\r\nShips and Escorts:\r\n\r\nEscorts you get from missions have their own faction, and while you escort them, enemy ships (pirates) that you are friendly with can kill them. This is an inappropriate behavior. There should be a warning that accepting XX mission will flag you hostile by the faction you are protecting your escorts from (pirates).\r\n\r\nIf you are hostile with various factions (quarg, republic, etc) and are escorting some ships... these hostile factions won't ever kill your escorts if the escorts are not hostile with them. It would be fair if the escorts could at least get disabled, if not directly targeted/destroyed by factions you are in conflict with.\r\n\r\nNPC vs NPC cross faction battles:\r\n\r\nBoarding a faction to help their ship recover when disabled should flag you as hostile vs that ship's attacker. There should be an override for this, where the \"b\" key would not automatically board nearest friendly disabled ship to flag you as hostile, or there should be a dialogue to warn you that if X faction sees you doing this (is in range, or the system) will temporarily turn on you.\r\n\r\nIf I am friendly with both pirates and FW, and I go and help a disabled pirate ship, the FW ships should go and attack me. Likewise, if I help a disabled FW ship, the pirates should turn on me. The current behavior is quite stupid, as you can just run around in a merchant vs pirate battle and continually heal both sides until they obliterate each other."},"comment":{"url":"https://api.github.com/repos/endless-sky/endless-sky/issues/comments/271168312","html_url":"https://github.com/endless-sky/endless-sky/issues/1986#issuecomment-271168312","issue_url":"https://api.github.com/repos/endless-sky/endless-sky/issues/1986","id":271168312,"user":{"login":"Elyssaen","id":23544894,"avatar_url":"https://avatars.githubusercontent.com/u/23544894?v=3","gravatar_id":"","url":"https://api.github.com/users/Elyssaen","html_url":"https://github.com/Elyssaen","followers_url":"https://api.github.com/users/Elyssaen/followers","following_url":"https://api.github.com/users/Elyssaen/following{/other_user}","gists_url":"https://api.github.com/users/Elyssaen/gists{/gist_id}","starred_url":"https://api.github.com/users/Elyssaen/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Elyssaen/subscriptions","organizations_url":"https://api.github.com/users/Elyssaen/orgs","repos_url":"https://api.github.com/users/Elyssaen/repos","events_url":"https://api.github.com/users/Elyssaen/events{/privacy}","received_events_url":"https://api.github.com/users/Elyssaen/received_events","type":"User","site_admin":false},"created_at":"2017-01-08T18:16:50Z","updated_at":"2017-01-08T18:16:50Z","body":"**Tribute:** an odd one. It's clearly from Escape Velocity, and is more about a bit of fun at the end of the game and not really about being realistic.\r\n\r\nI get where you're coming from, but it's worth mentioning it wouldn't make the game more _fun_, and it wouldn't be enough to make tribute realistic. If it was me, I'd shelve it for a hypothetical bigger reconsideration of tribute.\r\n\r\nReputation I'd like to see changed a bit to work more as you say, but not just for tribute. You can destroy ships and stay in positive reputation, and actually the only real function of positive reputation is to give you free passes for murder. I'd love to see more of Escape Velocity's reputation rankings (e.g. \"Pillar of Society\" far above something like \"Friendly\"), and those rankings mattering for missions more. Then, once there's a fun use for building up a strong reputation, it'd be fair for outright hostilities to drive reputation negative in an instant.\r\n\r\n**Escorts:** not sure I agree here. If you're friendly with pirates, you should stay that way until you open fire on them. Do the pirates know you're taking an escort mission? The flip side, I also don't get it: why should the Quarg fire on a merchant ship just because the merchant captain unknowingly offered you a job to escort her?\r\n\r\n**Boarding:** agree on this. Actually, I thought it already did, but I must be imagining it."}}
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